Since Arcane is the new topic of the moment

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dier_cire
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Since Arcane is the new topic of the moment

Post by dier_cire »

Is there any actual rules for arcane? There's a whole lot of confusion as to what stops an arcane spell (during casting and/or after casting for extended spells), the need for components that aren't things we need tags for, how many spells a person can have, etc...

Ie, since we aren't making up regular rules, can we make up actual arcane rules?

real quick thought:
possible idea for defensive spells is that each one has a drawback (ie doubling of time/life costs). This avoids the cheese of you can only have x spells on you at a time.
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Post by Kale »

Example ideas:


Resist Sleep
Take Double Damage from Magic

Resist Damage
All counts/charge times are doubled

Resist Magic
Sleep Effect Times are doubled
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Post by Peace420 »

You can only have 1 spell on you at a time as it is and I think that should stay that way. Each spell should have it's own drawbacks if any.
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Post by dier_cire »

Currently, that isn't in the rules. Actually, there are no rules.

Basically, I think it's kinda dumb that if one uses a light spell, they lose whatever they had before (course I don't think it's been played that way anyway). Plus, spells like the ability to swing magic is technically on the weapon so does it count towards the max number of spells? It becomes silly since I could make a spell that doesn't affect the person but rather the armor they wear not allowing sleep to work. Now, one could feasiably have two resist sleeps. The only one spell rule inspires cheese.

Drawbacks allow someone to be very well defended until they want to use any skills. If all skills are x8 time/life, then you just won't use them, thusly making your character much more limited for that time.
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Post by GM_Chris »

Hmm there was a small right up of rules for arcane, but realize that the rules of a spell are written on the scroll so they dont need to be in the book.

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Post by Kale »

Except the first level scrolls that first level arcanes can choose from should be. Unless you have scrolls printed up to give to the newbie arcane. That, and stuff like how many spells someone can have on them, how all that works, etc.
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Post by dier_cire »

There needs to be general rules about arcane that everyone should know. Plus, there needs to be info about how certain spells are broken and such in the spell description (ie focus circle, can it be stopped by someone entering the circle? According to last event, no)

The no one needs to know anything unless they have it is great until people do things that are different upon using the same spell, like this event. I heard that if an arcane is casting a spell they don't have to stop when hit, however during the event I later saw this contradicted.
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Post by Todd »

answers (more or less)

Eric (Reid); Yes there are rules, unfortunately they have been lost no less than 3 times. What we have is mostly lodged inside my pea-brain. I will do my best to pry them out over the next few days. Each spell has a disruption/forced-cast penalty, although we try to stay clear of LP costs because they obviously favor the Warrior/Arcane as he has more life.

Brad (2.0); Good ideas, I like the train of thought.

Erik (B.A.); yup

Reid; It was in all three versions of the rules, (and is still in the version in my head :) ) There is a difference between passive spells, and active spells. I'll be working to clear this up as I re-write the spells before next event.

Chris; Each spell doesnt need to be in the book, but the general rules do need to be available.

2.0: yes, I agree. Perhaps we should pick 4 or 5 spells to place in the book for newbies. I'll work on this as well.

Reid; Correct again, we need to make each spell as clear as possible to avoid mistakes and confusion. Unfortuntely, evenually, someone will always think of something we forgot. (as you should very well know :wink: )

Did I miss anything?

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Post by dier_cire »

So where on the spell do we know if it's passive or active? Plus, you do realize this is going to inspire me to write spells that just maneuver around this one spell at a time rule (since there is already one that does this)? Funny, had I never seen carapace, I never would have cared how this discipline worked.

Basically, I have an issue with being able to have the most powerful buff on me in the world and a level 1 arcane can remove it. We could have countered Nosh's entire Time spell with light or something equally dumb, then released the 5 vorpal. You don't need a rule if you make having spells detrimental to skill use. This actually keeps things closer to all the info is in the spell concept.
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Post by Todd »

So where on the spell do we know if it's passive or active?

Right now, its just common sense. Carapace is obviously an active spell, while Light which just creats a torch is obviously passive. As I said I'll try to clear everything up in the spell write-ups.
Plus, you do realize this is going to inspire me to write spells that just maneuver around this one spell at a time rule (since there is already one that does this)?
Um.. Help me out here, I seem to be lost.
Basically, I have an issue with being able to have the most powerful buff on me in the world and a level 1 arcane can remove it.

If you mean by casting light on him, as mentioned its a passive spell, but I think I understand what your saying, and no that wouldnt work.
You don't need a rule if you make having spells detrimental to skill use. This actually keeps things closer to all the info is in the spell concept.
Not really sure where your going with this one either. A little windex if you would.

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Post by dier_cire »

I'm refering to the 1 spell on a person at a time thing for the things you had questions on. Basically, if you limit us to one spell at a time, we'll make spells that aren't actually cast on the user, but rather his/her equipment. There is already a spell that does this so we know it can be done. Seems silly to have a rule that was bent with the initial spells brought into game.

See I would consider carapace to be passive as it doesn't do anything, just like a resist spell. It just resists physical damage. Guessing is bad since we will always go in our favor. Granted what is the difference between passive and active anyway? Does it matter? Again rules would be useful.

If an active spell is required to cancel another active spell then, we could just use one of those. Light isn't the only 1st level spell. If that wouldn't cancel a uber 4th level then what are the rules for spells overwriting each other?
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Spells

Post by Nelkie »

I have been hearing different definitions of the same spell potion. Is it possible to get the most upto date spell descriptions for the spells we have. An example is focus cirlce. The rules I got 1 1/2 years ago says if the circle is broken the arcane is stunned for a 10 count and the spell is lost. But than I heard that this rule has been removed. I just want to playing with the proper version of the spells. The same can be said for alchemy. If possible, I would like to send in a list of all the recipies and spells I have and the NPC's can update them to the proper level. Or you can send me an updated rulel ist of spells that I have.
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Post by GM_Chris »

I am taking out my cheez stick on the rule lawyer!


Look first we approve spells.

Second if we say we limit you to one spell and then you look at carapace and think it is a loophole you need beet with a cheez stick. :)


Furthermore let me make a ruling I assume will be agreed with. If we do not say specifically assume you CANNOT do it not that you can do it.

I mean even if there is the smallest amount of doubt, if you even think it begs hasking the question just say no!

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Post by Kale »

I'm going to make a proposal on this, just need some time to sort it out/think about it. It would require some rewording of spells, etc, but why even say someone can have a limited number of spells on them?

I say, just state it -in- the spell.

ie: Oh cool, I can have Resist this, and Resist that on me at the same time, with these (X) drawbacks, but I cannot put on Resist Blah cause Resist Blah says that the drawback is that I cannot have any spells on me except for Resist Blah and I cannot utilize any Magic Items while donning Resist Blah either.

Example:

Resist Magic
Grants subject one "Resist Magic"
This spell disenchants any spells currently on the bearer of "Resist Magic". No further spells can be cast on the bearer of "Resist Magic" or the "Resist Magic" will go off. The bearer of "Resist Magic" cannot use any Magic Items while they have the "Resist Magic", nor can they swing for Magical Damage/use any enhanced properties of enchanted items.


Or something like that...
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Post by Peace420 »

1. Because you can only have 1 alchemical or sage bonus also.

2. Because then you have to cross reference every spell to see if it can or can't stack when it is written up. Alot of extra work.

3. FH isn't meant to be a game where you have tons of buffs on you.

4. You can technically have more effects with magic items.
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